Issue with teleport in stacked sectors

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Sandro
Posts: 185
Joined: Sat Oct 05, 2013 8:03 am
Location: Erathia

Issue with teleport in stacked sectors

Post by Sandro »

Hello all!
I'm testing various things with stacked sectors (using 57: Sector_SetPortal), and I came across a weird bug.

Basically what I did:
- Create three stacked sectors (one below, one in the middle and one above)
- Put an ActorHitsFloor thing in the bottom sector, with a Teleport (silent) action which teleports the player in the top sector
-> Player should fall indefinitely between the three sectors

It works fine on my test map, but : when I try to increase sectors size, player gets automatically killed.

I attached a test wad :
- Map01 has a sector length of 2304 units
- Map02 has a sector length of 2560 units

Map01 works fine, while Map02 gets the player killed. :o

I can't explain why, so does anyone have a clue here ? I initially intended to make it work with much bigger and complex sectors, so I hope someone knows a solution about this.
Thanks.


P.s : Also, I can't find a way to get teleported in the same x-y position. The only thing I found (which is used in the test) is to keep player's angle correct ; it doesn't match position nor does it normalize velocity... :(
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Enjay
 
 
Posts: 27508
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Issue with teleport in stacked sectors

Post by Enjay »

I don't have an explanation, I can't access a map editor right now. However, I did notice a second oddity that might be part of the explanation. In map02, if you just stand on the starting platform and watch, you can see another player (voodoo doll?) constantly falling in front of you. This does not seem to happen on map01.
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Enjay
 
 
Posts: 27508
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Issue with teleport in stacked sectors

Post by Enjay »

OK, I couldn't let this lie, so I fired up my editing PC.

You have a second player start spot way off in the void (coords -7680, 3584). So, it is a voodoo doll that can be seen falling and when the actual player teleports, they get telefragged.

If you remove the other player start, the teleportation happens in the same way as it does on map01.

Another clue is that because of the teleporting problems that you mentioned, as you get faster and faster, eventually you go so fast that the teleport breaks and you land on the floor and stop falling. This also happens to the voodoo doll. If you wait for it to stop falling, the player can then jump into the repeated fall. They will not now be telefragged but once they have built up enough speed to break the teleport, they will land on the head of the voodoo doll.

As for how to solve the teleporting problems, I'm not sure on that one.
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Sandro
Posts: 185
Joined: Sat Oct 05, 2013 8:03 am
Location: Erathia

Re: Issue with teleport in stacked sectors

Post by Sandro »

I can't explain how I put a doll in the void of the map, my bad ! Thank you for the investigation.

So only two problems remaining :

- Player's position in the teleported sector. I tried to use 78:TeleportInSector, but couldn't make it work. I'm not good at putting the settings in place, maybe it's possible?
I guess another way would be to duplicate the method with dozens of teleports but I intend to use it in a huge sector so I'd need plenty of them it's not really practical...

- How to fix the constant acceleration problem...

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